package com.planet_ink.coffee_mud.Items.interfaces;
import com.planet_ink.coffee_mud.core.interfaces.*;
import com.planet_ink.coffee_mud.core.*;
import com.planet_ink.coffee_mud.core.collections.*;
import com.planet_ink.coffee_mud.Abilities.interfaces.*;
import com.planet_ink.coffee_mud.Areas.interfaces.*;
import com.planet_ink.coffee_mud.Behaviors.interfaces.*;
import com.planet_ink.coffee_mud.CharClasses.interfaces.*;
import com.planet_ink.coffee_mud.Commands.interfaces.*;
import com.planet_ink.coffee_mud.Common.interfaces.*;
import com.planet_ink.coffee_mud.Exits.interfaces.*;
import com.planet_ink.coffee_mud.Items.interfaces.*;
import com.planet_ink.coffee_mud.Items.interfaces.TechComponent.ShipDir;
import com.planet_ink.coffee_mud.Libraries.interfaces.*;
import com.planet_ink.coffee_mud.Locales.interfaces.*;
import com.planet_ink.coffee_mud.MOBS.interfaces.*;
import com.planet_ink.coffee_mud.Races.interfaces.*;

/*
   Copyright 2016-2016 Bo Zimmerman

   Licensed under the Apache License, Version 2.0 (the "License");
   you may not use this file except in compliance with the License.
   You may obtain a copy of the License at

	   http://www.apache.org/licenses/LICENSE-2.0

   Unless required by applicable law or agreed to in writing, software
   distributed under the License is distributed on an "AS IS" BASIS,
   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   See the License for the specific language governing permissions and
   limitations under the License.
*/
/**
 * A ship war component can be a gun or a shield generator.  They are 
 * an installed component that mitigates or delivers damage of
 * various sorts to or from a space ship.
 * 
 * @author Bo Zimmerman
 *
 */
public interface ShipWarComponent extends TechComponent
{
	/**
	 * These are all the ordinary recognized damage message
	 * types that the several shields can even possibly
	 * mitigate or weapons deliver.
	 */
	public static final int[] AVAIL_DAMAGE_TYPES = 
	{
		CMMsg.TYP_COLLISION,
		CMMsg.TYP_ELECTRIC,
		CMMsg.TYP_ACID,
		CMMsg.TYP_COLD,
		CMMsg.TYP_FIRE,
		CMMsg.TYP_GAS,
		CMMsg.TYP_LASER,
		CMMsg.TYP_PARALYZE,
		CMMsg.TYP_POISON,
		CMMsg.TYP_SONIC,
		CMMsg.TYP_UNDEAD,
		CMMsg.TYP_WATER
	};
	
	/**
	 * Sets the total set of ship directions that this shield
	 * can ever cover or weapons fire at.  Some shields or guns
	 * may only be mounted on* the front, rear, or other areas 
	 * of the ship.  This tells the system the complete set of 
	 * coverage by the shield or weapon, even if it is 
	 * incapable of covering them all at once.
	 * @see ShipWarComponent#getPermittedDirections()
	 * @param newPossDirs the total set of ship directions
	 */
	public void setPermittedDirections(ShipDir[] newPossDirs);
	
	/**
	 * Gets the total set of ship directions that this shield
	 * can ever cover or weapons fire at.  Some shields or guns
	 * may only be mounted on* the front, rear, or other areas 
	 * of the ship.  This tells the system the complete set of 
	 * coverage by the shield or weapon, even if it is 
	 * incapable of covering them all at once.
	 * @see ShipWarComponent#setPermittedDirections(ShipDir[])
	 * @return the total set of ship directions
	 */
	public ShipDir[] getPermittedDirections();

	/**
	 * Sets the total number of quarters or sections of the
	 * ship that can be covered by this shield or shot by 
	 * a gun at any one time. The sections are always contiguous, 
	 * centered on a particular section, and moving outward 
	 * as per the ShipDir list order.
	 * @see ShipDir
	 * @see ShipWarComponent#getPermittedDirections() 
	 * @see ShipWarComponent#setPermittedNumDirections(int) 
	 * @param numDirs the total number of sections covered
	 */
	public void setPermittedNumDirections(int numDirs);

	/**
	 * Gets the total number of quarters or sections of the
	 * ship that can be covered by this shield or shot by 
	 * a gun at any one time. The sections are always contiguous, 
	 * centered on a particular section, and moving outward 
	 * as per the ShipDir list order.
	 * @see ShipDir
	 * @see ShipWarComponent#getPermittedDirections() 
	 * @see ShipWarComponent#setPermittedNumDirections(int) 
	 * @return the total number of sections covered
	 */
	public int getPermittedNumDirections();

	/**
	 * Sets the set of CMMsg message types that can be blocked
	 * and or managed by these shields, or is generated by 
	 * this gun on any one attack.  Really, only one value
	 * makes sense on a gun and a shield, but multiple are
	 * supported.
	 * @see CMMsg#TYP_ACID
	 * @see ShipWarComponent#getDamageMsgTypes()
	 * @param newTypes the set of message types
	 */
	public void setDamageMsgTypes(int[] newTypes);
	
	/**
	 * Gets the set of CMMsg message types that can be blocked
	 * and or managed by these shields, or is generated by 
	 * this gun on any one attack.  Really, only one value
	 * makes sense on a gun and a shield, but multiple are
	 * supported.
	 * @see CMMsg#TYP_ACID
	 * @see ShipWarComponent#setDamageMsgTypes(int[])
	 * @return the set of message types
	 */
	public int[] getDamageMsgTypes();
}
